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2019 | 83 | 1 | 50-62

Article title

eSports Evolution in Football Game Series

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  • University of Economics in Katowice, Katowice, Poland
  • University of Economics in Katowice, Katowice, Poland


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  • Hilvert-Bruce, Z., Neill, J. T., Sjöblom, M. & Hamari, J. (2018). Social motivations of live-streaming viewer engagement on Twitch. Computers in Human Behavior, 84, 58–67. https://doi.org/10.1016/j.chb.2018.02.01310.1016/j.chb.2018.02.013
  • Holden, J., Kaburakis, A. & Rodenberg, R.M. (2017). The future is now: Esports policy considerations and potential litigation. Journal of Legal Aspects of Sport, 27(1), 46–78. https://doi.org/10.1123/jlas.2016-001810.1123/jlas.2016-0018
  • Hope, A. (2014). The evolution of the electronic sports entertainment industry and its popularity. Computers for Everyone, 1, 87–89.
  • Jenny, S.E., Keiper, M.C., Taylor, B.J., Williams, D.P., Gawrysiak, J., Manning, R.D. & Tutka, P.M. (2018). eSports venues: A new sport business opportunity. Journal of Applied Sport Management, 10(1), 34–49. https://doi.org/10.18666/JASM-2018-V10-I1-8469
  • Jenny, S.E., Manning, R.D., Keiper, M.C. & Olrich, T.W. (2017). Virtual(ly) athletes: Where eSports fit within the definition of “Sport.” Quest, 69(1), 1–18. https://doi.org/10.1080/00336297.2016.114451710.1080/00336297.2016.1144517
  • Karhulahti, V.M. (2016). Prank, troll, gross and gore: Performance issues in Esport live-streaming. In 1st International Joint Conference of DiGRA and FDG (pp. 1–13). Dundee.
  • Karhulahti, V.M. (2017). Reconsidering esport: Economics and executive ownership. Physical Culture and Sport, Studies and Research, 74(1), 43–53. https://doi.org/10.1515/pcssr-2017-001010.1515/pcssr-2017-0010
  • Kari, T. & Karhulahti, V.M. (2016). Do E-athletes move? : A study on training and physical exercise in elite E-Sports. International Journal of Gaming and Computer-Mediated Simulations, 8(4), 53–66. https://doi.org/10.4018/IJGCMS.201610010410.4018/IJGCMS.2016100104
  • Karsenti, T. & Bugmann, J. (2018). eSport: A new university sport? International Journal of Technologies in Higher Education, 15(1), 74–87. https://doi.org/10.18162/ritpu-2018-v15n1-07
  • Kayali, F. & Purgathofer, P. (2008). Two halves of play - Simulation versus abstraction and transformation in sports videogames design. Eludamos. Journal for Computer Game Culture, 2(2), 105–127.
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  • Lee, D. & Schoenstedt, L.J. (2011). Comparison of eSports and traditional sports consumption motives. ICHPER-SD Journal of Research, 6(2), 39–44.
  • Lipovaya, V., Lima, Y., Grillo, P., Barbosa, C E., de Souza, J.M. & Duarte, F.J.de C.M. (2018). Coordination, communication, and competition in eSports: A comparative analysis of teams in two action games. In Proceedings of the 16th European Conference on Computer-Supported Cooperative Work - Exploratory Papers. European Society for Socially Embedded Technologies (EUSSET). https://doi.org/10.18420/ecscw2018_11
  • Lu, F., Yamamoto, K., Nomura, L.H., Mizuno, S., Lee, Y. & Thawonmas, R. (2013). Fighting game artificial intelligence competition platform. In Proc. of the 2nd IEEE Global Conference on Consumer Electronics (GCCE 2013) (pp. 320–323). Tokyo: IEEE. https://doi.org/10.1109/GCCE.2013.666484410.1109/GCCE.2013.6664844
  • Macey, J. & Hamari, J. (2018). Investigating relationships between video gaming, spectating esports, and gambling. Computers in Human Behavior, 80, 344–353. https://doi.org/10.1016/j.chb.2017.11.02710.1016/j.chb.2017.11.027
  • Markovits, A.S. & Green, A.I. (2017). FIFA, the video game: a major vehicle for soccer’s popularization in the United States. Sport in Society, 20(5–6), 716–734. https://doi.org/10.1080/17430437.2016.115847310.1080/17430437.2016.1158473
  • Martoncik, M. (2015). E-Sports: Playing just for fun or playing to satisfy life goals? Computers in Human Behavior, 48, 208–211. https://doi.org/10.1016/j.chb.2015.01.05610.1016/j.chb.2015.01.056
  • McCutcheon, C., Hitchens, M. & Drachen, A. (2018). eSport vs irlSport. In A. Cheok, M. Inami, & T. Romão (Eds.), Lecture Notes in Computer Science (pp. 531–542). Champagne, IL: Springer. https://doi.org/10.1007/978-3-319-76270-8_3610.1007/978-3-319-76270-8_36
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  • Nielsen, R.K.L. & Karhulahti, V.-M. (2017). The problematic coexistence of “internet gaming disorder” and esports. In Proceedings of the International Conference on the Foundations of Digital Games - FDG ’17 (pp. 1–4). New York, NY: ACM. https://doi.org/10.1145/3102071.310635910.1145/3102071.3106359
  • Parry, J. (2019). E-sports are not sports. Sport, Ethics and Philosophy, 13(1), 3–18. https://doi.org/10.1080/17511321.2018.148941910.1080/17511321.2018.1489419
  • Parshakov, P. & Zavertiaeva, M. (2018). Determinants of performance in eSports: A country-level analysis. International Journal of Sport Finance, 13(1), 34–51.
  • Pizzo, A.D., Baker, B.J., Na, S., Lee, M.A., Kim, D. & Funk, D.C. (2018). eSport vs. Sport: A comparison of spectator motives. Sport Marketing Quarterly, 27(2), 108–123.
  • Reer, F. & Krämer, N.C. (2018). Psychological need satisfaction and well-being in first-person shooter clans: Investigating underlying factors. Computers in Human Behavior, 84, 383–391. https://doi.org/10.1016/j.chb.2018.03.01010.1016/j.chb.2018.03.010
  • Rosell Llorens, M. (2017). eSport gaming: The rise of a new sports practice. Sport Ethics and Philosophy, 11(4), 464–476. https://doi.org/10.1080/17511321.2017.131894710.1080/17511321.2017.1318947
  • Ruvalcaba, O., Shulze, J., Kim, A., Berzenski, S.R., & Otten, M.P. (2018). Women’s experiences in esports: Gendered differences in peer and spectator feedback during competitive video game play. Journal of Sport and Social Issues, 42(4), 295–311. https://doi.org/10.1177/019372351877328710.1177/0193723518773287
  • Salo, M. (2017). Career transitions of esports athletes: A proposal for a research framework. International Journal of Gaming and Computer-Mediated Simulations, 9(2), 22–32. https://doi.org/10.4018/IJGCMS.201704010210.4018/IJGCMS.2017040102
  • Seo, Y. (2013). Electronic sports: A new marketing landscape of the experience economy. Journal of Marketing Management, 29(13–14), 1542–1560. https://doi.org/10.1080/0267257X.2013.82290610.1080/0267257X.2013.822906
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  • Seo, Y. & Jung, S.-U. (2016). Beyond solitary play in computer games: The social practices of eSports. Journal of Consumer Culture, 16(3), 635–655. https://doi.org/10.1177/146954051455371110.1177/1469540514553711
  • Sjöblom, M., & Hamari, J. (2017). Why do people watch others play video games? An empirical study on the motivations of Twitch users. Computers in Human Behavior, 75, 985–996. https://doi.org/10.1016/j.chb.2016.10.01910.1016/j.chb.2016.10.019
  • Skubida, D. (2016). Can some computer games be a sport? Issues with legitimization of esport as a sporting activity. International Journal of Gaming and Computer-Mediated Simulations, 8(4, 1, SI), 38–52. https://doi.org/10.4018/IJGCMS.201610010310.4018/IJGCMS.2016100103
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